Canoes and Crocodiles - RSP Encounter in Ghosts of Saltmarsh | World Anvil

Canoes and Crocodiles - RSP Encounter

Paddling canoes through a swamp, the party is attacked by vicious crocodiles. The adventurers must choose whether to fight on water or try to reach land.  

Features

Murky Water: The murky water is calm (DC 10 Swim) and between 5 and 10 ft. deep. Below the surface, visibility is 5 ft.
Hillocks: Hillocks are about 5 ft. high, muddy and covered with light undergrowth. They are of a variety of sizes.
Undergrowth (Light): Vines, reeds and tall grass cover much of the ground. It costs two squares of movement to enter such squares and such undergrowth increases the DC of Acrobatics and Stealth checks by 2.
Bogs (Shallow): Squares of shallow bog surround hillocks and have mud or standing water about 1 ft. deep. It costs 2 squares of movement to move into a square with a shallow bog; the DC of Acrobatics checks in such a square increase by 2. Bogs increase the DC of stealth checks by 2.
Bogs (Deep) Much of the swamp is a deep bog. A square that is part of a deep bog has roughly 4 feet of standing water. It costs medium/Large creatures half of their movement to enter a square with a deep bog, or they can swim (DC 10 Swim). Small/Tiny creatures must swim.
Mangroves: Stands of these huge trees grow throughout the swamp. These huge trees fill an entire square. They provide cover.  
Paddling across the murky waters of a vast swamp, you navigate your way between scattered, vine-covered trees and brush growing on small patches of damp soil. The air is humid, and quiet except for the buzzing of mosquitoes darting above the murky water.
  Four hungry crocodiles likely spot the PCs first and try to surprise them by emerging from the murky water. The crocodiles are lying well hidden (Stealth +13) on the lookout for possible prey. They spot the canoes when the party are 2d8x10 feet away. Given the relative speed difference between the crocodiles and the canoes, simple evasion may be difficult (assuming the PCs spot the danger). The PCs will most likely have to decide whether to fight the crocodiles from the canoes or try to reach land and fight the crocodiles on (semi)-solid ground.   If the characters reach the hillocks and decide to climb into the trees, the crocodiles tear apart the canoes looking for food and leave in 4d20 minutes  

Tactics

As soon as the crocodiles detect the canoes, they attack, swimming under water to achieve surprise. They first focus on the canoes and try to sink them. Once their prey is in the water, they move into initiating a death roll. A crocodile reduced to 6 HP or less flees.  

Aftermath

After the encounter, the PCs may find themselves with one or more canoes damaged, separated from one another or lost. Provided the materials are at hand, a canoe can be repaired with a DC 10 Craft (woodworker [or similar]) check. This takes 1 hour per hit point of damage. The GM may allow PCs to make a DC 20 Survival check to make improvised rafts to escape the swamp.   Crocodile Lair: A PC making a DC 15 Survival or Perception check and spending an hour searching the surrounding bog discovers a crocodile’s lair – a muddy bank overhung by a thick growth of trees. Within, lie the torn apart remains of a lizardfolk and several other unidentifiable chunks of rotting flesh. The lizardfolk wears a crude necklace of beaten gold decorated with a scaly design (worth 300 GP; DC 20 Appraise values).  
CR 2

Crocodile

N L Animal
Initiative: +1 Senses: low-light vision; Perception +6

This reptile lunges out of the placid water with shocking speed. Its jaw gapes open in a roar, its powerful tail lashing behind.

Defense

AC: AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
HP: 22 3d8+9
Fortitude: +6 Reflex: +4 Will: +2

Offense

Speed: 20 ft., swim 30 ft., sprint
Melee: bite +5 ( 1d8+4 plus grab/x2) and tail slap [roll:1d20+0 [(roll:1d12+2]/x2)
Special Attacks: death roll ( 1d8+6 plus trip [roll:1d20+7 )
Space: 10 ft. Reach: 5 ft.

Statistics

Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base Attack: +2 CMB: +7 CMD: 18 (22 vs. trip)
Feats: Skill Focus (Perception, Stealth)
Skills: Perception +8 , Stealth [roll|1d20+5|+5] ( +13 in water), Swim +12
Racial Modifiers: +8 on Stealth in water
SQ: hold breath

Death Roll   When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.   Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.   Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

 

Canoes

 

Vehicle Rules Recap

Control: A vehicle moves at the start of its driver’s turn. The drive action (if any) comes before any other action by the driver. A vehicle becomes “uncontrolled” if the driver does not control it. The driver can take only one action each round to control a vehicle. Once the driver has selected an action, the vehicle moves (if applicable).
Driving Check: The driver performs a driving check when he takes a driving action to determine the maneuverability and speed of the vehicle that round. The base DCs for all driving checks are DC 5 or DC 20 (when the driver is in combat).
In Combat: Rowers do not threaten any area around them.
Maneuvers: Each round, the driver can take the following actions: accelerate (standard action), decelerate (standard action), keep it going (move action, goes forward or diagonal), reverse (standard action, only possible at full stop) or turn (standard action, allows 90 degrees direction change).
Cover: The canoe grants partial cover (+2 AC, +1 Reflex) to occupants against attacks made by creatures in the water.
Uncontrolled and Propulsion: An uncontrolled canoe continues straight if it still has propulsion from the forward rower. If neither occupant is providing propulsion, it decelerates 10 ft. per round until it reaches a full stop.
Fighting from a Canoe: Any occupant in a canoe sitting down (whether rowing, driving or fighting) loses any DEX or Dodge modifier to AC. Sitting down, it is impossible to use ranged weapons other than crossbows.
Standing up in a canoe, while not beached or tied up, requires a DC 15 Acrobatics check. A standing occupant adds +5 to the DC of the driver’s skill checks to maneuver the canoe.
Damage to the canoe forces all standing occupants to make another (DC 10 plus the damage inflicted) Acrobatics check or fall overboard. If an occupant falls overboard, any remaining occupant must make a driving skill or DC 20 Wisdom check, or the canoe capsizes.
Paddles: The paddles may be used as an improvised weapon (as a club). Putting down the paddle is a free action, but picking it up is a move action.
Sinking and Capsizing: A canoe which reaches 0 HP sinks in 1d3 rounds. A capsized canoe won’t sink if it has HP remaining but any unsecured luggage, paddles (and passengers) fall into the water.  

Raging Swan Press: Swamps and Marshes p. 20

Canoes

Vehicle

Varies

These light vessels are made of treated hides stretched out over a thin wooden frame.

Hit Points: 30 (Broken condition at 14 HP: -2 to AC, driving and CMD checks at disadvantages; moves at half speed)


Base Speed: +0 (modify by half the driver's skill or Wisdom modifier)
Maximum Speed: 20 ft
Acceleration: 10 ft
Ramming Damage: [roll1d4]
Propulsion: current (water) or muscle (pushed; 1 or 2 medium rowers. 1 one is the driver) Paddles.
Driving Space: Rear square of the canoe.



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